The Odd One Out test of intelligence consists of 3x3 matrix reasoning problems organized in 20 levels of difficulty. Addressing problems on this test appears to require integration of multiple cognitive abilities usually associated with creativity, including visual encoding, similarity assessment, pattern detection, and analogical transfer. We describe a novel fractal strategy for addressing visual analogy problems on the Odd One Out test. In our strategy, the relationship between images is encoded fractally, capturing important aspects of similarity as well as inherent self-similarity. The strategy starts with fractal representations encoded at a high level of resolution, but, if that is not sufficient to resolve ambiguity, it automatically adjusts itself to the right level of resolution for addressing a given problem. Similarly, the strategy starts with searching for fractally-derived similarity between simpler relationships, but, if that is not sufficient to resolve ambiguity, it automatically shifts to search for such similarity between higher-order relationships. We present preliminary results and initial analysis from applying the fractal technique on nearly 3,000 problems from the Odd One Out test.

Graphical models offer techniques for capturing the structure of many problems in real-world domains and provide means for representation, interpretation, and inference. The modeling framework provides tools for discovering rules for solving problems by exploring structural relationships. We present the Structural Affinity method that uses graphical models for first learning and subsequently recognizing the pattern for solving problems on the Raven's Progressive Matrices Test of general human intelligence. Recently there has been considerable work on computational models of addressing the Raven's test using various representations ranging from fractals to symbolic structures. In contrast, our method uses Markov Random Fields parameterized by affinity factors to discover the structure in the geometric analogy problems and induce the rules of Carpenter et al.'s cognitive model of problem-solving on the Raven's Progressive Matrices Test. We provide a computational account that first learns the structure of a Raven's problem and then predicts the solution by computing the probability of the correct answer by recognizing patterns corresponding to Carpenter et al.'s rules. We demonstrate that the performance of our model on the Standard Raven Progressive Matrices is comparable with existing state of the art models.

We present a fractal technique for addressing geometric analogy problems from the Raven's Standard Progressive Matrices test of general intelligence. In this method, an image is represented fractally, capturing its inherent self-similarity. We apply these fractal representations to problems from the Raven's test, and show how these representations afford a new method for solving complex geometric analogy problems. We present results using the fractal algorithm on all 60 problems from the Standard Progressive Matrices version of the Raven's test.

The Raven's Progressive Matrices (RPM) test is a commonly used test of general human intelligence. The RPM is somewhat unique as a general intelligence test in that it focuses on visual problem solving, and in particular, on visual similarity and analogy. We are developing a small set of methods for problem solving in the RPM which use propositional, imagistic, and multimodal representations, respectively, to investigate how different representations can contribute to visual problem solving and how the effects of their use might emerge in behavior.

Many AI courses include design and programming projects that provide students with opportunities for experiential learning. Design and programming projects in courses on knowledge-based AI typically explore topics in knowledge, memory, reasoning, and learning. Traditional AI curricula, however, seldom highlight issues of modality of representations, often focusing solely on propositional representations. In this paper, we report on an investigation into learning about representational modality through a series of projects based around geometric analogy problems similar to the Raven’s Progressive Matrices test of intelligence. We conducted this experiment over three years, from Fall 2010 through Fall 2012, in a class on knowledge-based AI. We used the methodology of action research in which the teacher is also the researcher. We discovered that students found these projects motivating, engaging, and challenging, in several cases investing significant time and posting their work online. From our perspective, the projects accomplished the goal of learning about representational modality in addition to knowledge representation and reasoning.